Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add MRCalderon3D/everything-game-dev-code --skill ui-animation-pipelinegit clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-codeWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/ui-animation-pipeline)<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/ui-animation-pipeline"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/ui-animation-pipeline.svg" alt="Measured on agentmods" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00019 | $0.00648 |
| Opus 5 | $0.00010 | $0.00324 |
| Sonnet 5 | $0.00004 | $0.00130 |
| Haiku 4.5 | $0.00002 | $0.00065 |
Grade A, and why
ui-animation-pipeline scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 4d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 72 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UI Animation Pipeline
Purpose
Define transition, feedback, and state-driven animation rules for UI elements so interactions feel responsive, screens transition smoothly, and animations stay within performance budgets.
Use When
- UI elements need hover, press, focus, or disabled state feedback
- screen transitions need standardization (fade, slide, scale)
- UI animations are inconsistent in timing, easing, or direction across screens
- new UI screens are being added and need animation behavior that follows project conventions
Inputs
- UI flow map (screens, transitions, popups)
- interaction states per element type (normal, hover, pressed, focused, disabled)
- target frame rate and animation budget
- accessibility requirements (reduced motion preference)
Process
- define animation categories: state feedback (hover, press), screen transitions (in/out), attention (pulse, bounce), progress (fill, count)
- set duration, easing curve, and delay rules per category
- establish a reduced-motion fallback for each animation (instant cut or opacity-only)
- configure animation via code (tweens, coroutines, or animation system) — not baked sprite sheets
- validate animation timing, overlap behavior, and cancellation safety
Outputs
- UI animation convention document (durations, easings, directions per category)
- state feedback specification per element type
- screen transition specification (in/out pairs)
- reduced-motion fallback map
- validation checklist for new UI animations
Quality Bar
- every UI animation has a defined duration and easing — no magic numbers in code
- state feedback is immediate (under 100ms response time)
- screen transitions do not block input for more than 300ms
- reduced-motion fallback exists for every animation
- animations cancel cleanly when interrupted (no stuck states)
Common Failure Modes
- inconsistent easing curves that make the UI feel disjointed
- animations that block input, making the UI feel sluggish
- missing cancellation logic that leaves elements in mid-animation state
- no reduced-motion fallback, failing accessibility requirements
- overlapping animations that compete for the same element
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 4d ago First seen · 72 lines · 19 tokens per session scan A f052a87ebbc6
ui-animation-pipeline is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (81 stars, last pushed 18d ago), licensed MIT. It adds 19 tokens to every session and 648 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.
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